Updating a procedural mesh results in an incomplete collision update. Collision bounds appear to get updated properly, but collision data is not updated, despite a navigation rebuild being triggered ...
When first added as a child widget in NamedSlot, the child widget can be dragged and dropped onto the parent widget's designer. The following assert causes a crash. Assertion failed: ParentWidget ! ...
Garbled text is displayed when creating Android package. It did not occur in my colleague's environment using English OS, but occurred in my environment using Japanese OS. This issue should be fixed ...
The FailsafeArea of NavModifierVolume is generated at a different location from the center of the actor when it rotated. This means that the effect of rotation is incorrect. (see attached file) W ...
Reported here: https://udn.unrealengine.com/questions/569091/animation-playrate-in-linkedanimgraph.html I tested with a downloaded copy of 4.24. It looks like this would also happen in 4.25 though. ...
In some circumstances a vislog entry can end up with it's location not set up to owner's location. ...
At editor-time (ie, while using the editor and NOT in a PIE session), the Animation Blueprint's ability to read updated values appears to depend on what component of an Actor is currently selected, ...
The console command AbilitySystem.Debug.NextCategory incorrectly has the same description as AbilitySystem.Debug.PrevTarget instead of its own accurate description. ...
Crash when outputting garbled text when creating Android package. It did not occur in my colleague's environment using English OS, but occurred in my environment using Japanese OS. This issue should ...
GetPolysInBox should get only the polygons(FNavPoly) that are on the bounds of the box. However, there are cases where polygon data outside the bounds of the box is currently obtained. It gets polyg ...